Math02: 100K with limited cities

Well, the dynamics certainly have changed a bit here. I see we should have let Obormot start the war with America; he was certainly zealous enough to do it better than myself :D

My first reaction was horror at seeing Korea become dismantled like so, but looking over it all again I think it was a good move by Obormot, certianly rational and having a clear goal. We are saving a good 70gpt a turn now that we do not have native workers (not to mention the commerce bonus they give for being joined in cities. 60 slaves certainly is a good amount.

However, I do admit I had peaceful misgivings about this variant as well. Not that has been abandoned at all. We bashed America down, and it was absolutely necessary to bash down Korea as well to even the scales. I was just envisioning that with more along the lines of pillaging and destorying units, not towns. I made no mention of this in my posts before, so I am in no way trying to cast blame on anyone else.

One thing I do have a bit of issue with is the speed in which Obormot picked up his turns and played. Seeing how we were near a junction in our war on America and soon to switch over to Korea, I think he should have let more time go by for commentary and for the group of us to reach at least a majority vote on what our goals were. It certainly would have at least placated myself. But there is no rule against what he did and perhaps it was the only way to fit it in his schedule, so I cannot pick too much of a fuss on it.

So what's done is done; now we need to decide where to go from here.

First of all, there is still one native worker left in the stack southwest of Murcia. If we ever get above our unit support cap, he should be joined to a town. According to CivIIAssist that leaves us with 76 slaves. I think that's enough to take care of 8 cities' pollution problems. If not, then we may still have opportunities to grab a few more from Persia.

We also have 3 native trebs. Don't know if we want those.

All of our scientists can be turned into tax collectors without any lessening of time in researching Scientific Method. Once scientific method comes in, if I calculated correctly we should have 8 turns until ToE is completed in Santiago. Can we fit 2 4-turn researches in during that time span? What happens when you complete research on a tech during the same IBT as ToE is completed? Do you lose one of your free techs to what you have already essentially researched?

@Meteor -- I like the idea of grabbing luxuries. Especially because there really is only one luxury on our continent that we do not possess and that is the fur not too far north of Murcia. I think that would take about 14 or 15 units to block off every accessible tile within a city radius of the fur, if we choose to grab it. Still, our people are very happy, even in our largest cities.

Also, my thought for a more difficult variant was 6 or even 5 cities. I've heard of 3 cities being timed to hit 20k; is 5 even possible?
 
Bamspeedy did it with 5 on chieftan, huge map, etc. All 5 cities have to hit 20k on the same turn...To me, that kind of game would be a headache. He had to closely monitor when everyculture bulding would complete/finish, etc. aaaak! :crazyeye:
 
pindicator said:
Can we fit 2 4-turn researches in during that time span? What happens when you complete research on a tech during the same IBT as ToE is completed? Do you lose one of your free techs to what you have already essentially researched?

I don't know either which is why I suggest instead of tempting luck we slow down our next advance to 7 turns. Or we go for the 2 4/turn techs and slow ToE down instead.

I'm definitely curious about attempting this some day with either 5 or 6 cities. Already 8 cities has shown to be fairly easy reaching 100k. The hardest task is how to deal with the AI's.

I'm definitely enjoying this game!
 
Any votes for going 20 turns from here on out? The game has already been won, so it's just a matter of playing it out. The only possible victory for the AI to achieve would be space...but we'll just raze or nuke their capital if they try though. :p
 
I take it you mean 20 turn research? It's possible. If we go full out research we'll have more advanced units in case the world wars start. Which they typically do.

It would also be kind of fun to see just how early we can get our 100k. Plus if we slow down another AI might catch up.

After rereading my post I take it I prefer to continue fast research. :)
 
We will certainly reach 100K, but we aren't guaranteed victory when we get there. We will continue playing 10 turns.

Commerce is counted first, and production is counted last. If we complete research on the same turn we build ToE, we will get what we studied, plus two techs from the wonder. In OCC, I will usually use US to prebuild and complete ToE on the same turn that I discover Sci Method, using 'big picture' to change production after the tech comes in, but before production is counted for that turn.

As for the variant, I would be more interested in playing with a few more cities and pushing for 120K+ in order to win outright without destroying the opposition. If we had two more cities and were generating 25% more culture per turn, America's culture would not have been a threat.
 
One thing I do have a bit of issue with is the speed in which Obormot picked up his turns and played. Seeing how we were near a junction in our war on America and soon to switch over to Korea, I think he should have let more time go by for commentary and for the group of us to reach at least a majority vote on what our goals were. It certainly would have at least placated myself. But there is no rule against what he did and perhaps it was the only way to fit it in his schedule, so I cannot pick too much of a fuss on it.
I'm sorry for that, next time i'll try to discuss any questionable moves in advance, even if they seem absolutely logical.

I think that now we need to continue with fast research to get to modern wonders sooner (so that we can just see, how fast we can win with 8 cities), try to fit 2 techs while building the ToE, slow down the ToE build if necessary. (I'd go for corporation for Wall Street and for RP to speed up workers if we have any problems with pollution and beeline to Hoover for free). That native worker is a mistake, i wanted to join him too, but hit space accidentaly. We have much more units now, then we can support for free, and i think we should join him too. I think we should also disband our obsolete units like those native trebs and some other old stuff.

This game was certainly fun (also a bit too easy) and i'm sorry if i spoilt it for somebody with my warmongering :D. As for a more difficult variant, i think that it could be tried on a higher difficulty level, maybe DG - that would make it really difficult, but in this case of course it'll require lots of wars in the IA.
 
Obormot said:
This game was certainly fun (also a bit too easy) and i'm sorry if i spoilt it for somebody with my warmongering :D.

Not at all, Obormot :D We have this game in the bag, and have had it so for many turns. All you did was put the exclamation point on it. If we need to go to war with anybody else, we know who to call ;)

I think a higher difficulty and even minus one city would be the way to go for the next one. I admit, doing 5 cities to hit 20k at the same time does seem appealing, but will probably only become tedious. Maybe even playing on a large or huge map might add to the challenge, since we can only grab so much for land.

Edit:

@Methos -- I usually pick those two up with ToE myself -- we probably should even be starting our Hoover pre-build either now or very soon. If we can fit in two four-turn techs, then I think Combustion and either Steel or Refining is doable. If we decide to just squeeze one tech in, then we should pick up Replaceable Parts.

 
OK, we're back on track. I've got it, and will play tonight. Since we don't have much for an offensive against Persia, I'll give them 60 gold for peace.

Single-city cultural victory trigger can be increased to allow 5 cities a shot at 100K without having to syncrhonize them.
 
Scratch that, I cannot play tonight. :(
I'm out of town every Wednesday, so I won't be able to play tomorrow, either. I'll pass this off to MeteorPunch, and then pick it up Thursday, or just wait until my turn comes around again.
 
1300
1305 IT
Scandinavia demands Sanitation and I refuse...war.

1310
1315
Trade Banking to Maya for Incense.
1320
1325
1330
1335 IT
Replaceable Parts discovered. Now workers are twice as fast. woot!

1340 IT
Vikings land 6 units!
Persians land 3 units..

1345 IT
Santiago completes ToE, learn Atomic Theory and Electonics.
Persians land 4 units.

1350
Valencia Palace prebuild shifted to Hoover Dam. Valencia is our lowest-cultured city which can build Hoover.


- I think we should put workers on auto-clear pollution after cities all get to size 21.
- I'm thinking war with Persia and Scandinavia will slow them down, culturally and scientifically. They can't hurt us, so I think it's alright, in my opinion.
- Should we build Civil Defenses just for the heck of it?

Estimated win date: 1989
 
Meteorpunch said:
- Should we build Civil Defenses just for the heck of it?

IMO, yes. We only have eight cities and each one is extremely important for our victory condition. Losing even one city would be very drastic. For once I would definitely suggest we build all defensive structures available.

I'm assuming both Math and MP just did a temporary swap and Mathias is up next? Besides we can discuss our future plans since we all seem a little confused right now. :crazyeye:
 
Back
Top Bottom